using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace PongXNA
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>

    public class Game1 : Microsoft.Xna.Framework.Game
    {

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        /// <summary>
        ///  TODO Decleration of variable used in this program
        /// </summary>
        ///
        private Rectangle FirstRacketHitBox { get; set; }
        private Rectangle SecondRacketHitBox { get; set; }
        private Rectangle BallHitBox { get; set; }
        private double currentPosXFirstRacket;
        private double currentPosYFirstRacket;
        private double currentPosXSecondRacket;
        private double currentPosYSecondRacket;
        private float currentPosXBall;
        private float currentPosYBall;
        private Vector2 vectorBall;
        private Scene scene = new Scene();
        private int leftScore;
        private int rightScore;
        private string score;
        private int vitesse = 6;

        

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            this.IsMouseVisible = true; //  Allow the mouse to be visible

            /// This the declaration of the position of the first racket we create a hit box for testing in the future if the ball touching them
            /// <FirstRacket>
            currentPosXFirstRacket = 0;
            currentPosYFirstRacket = GraphicsDevice.Viewport.Height / 2 - 39;
            FirstRacketHitBox = new Rectangle((int)currentPosXFirstRacket, (int)currentPosYFirstRacket, 9 * 2 + 8 * 2, 78 * 2);
            /// </FirstRacket>
            /// 
            /// This the declaration of the position of the second racket we create a hit box for testing in the future if the ball touching them
            /// <SecondRacket>
            currentPosXSecondRacket = GraphicsDevice.Viewport.Width - 9 * 2 - 8 * 2;
            currentPosYSecondRacket = GraphicsDevice.Viewport.Height / 2 - 39;
            SecondRacketHitBox = new Rectangle((int)currentPosXSecondRacket, (int)currentPosYSecondRacket, 9 * 2 + 8 * 2, 78 * 2);
            /// </SecondRacket>
            /// 
            /// This the declaration of the position of the ball and we create a hit box
            /// <Ball>
            currentPosXBall = GraphicsDevice.Viewport.Width /2 -4;
            currentPosYBall= GraphicsDevice.Viewport.Height / 2 -4;
            BallHitBox = new Rectangle((int)currentPosXBall, (int)currentPosYBall, 8 * 2, 8 * 2);
            vectorBall.X = -1; vectorBall.Y = -1;
            /// </SecondRacket>
            

            scene.PosXLeftSide = -50;
            scene.PosYLeftSide = -50;
            scene.LeftSideHitBox = new Rectangle((int)scene.PosXLeftSide, (int)scene.PosYLeftSide, 8 * 2 + 50, GraphicsDevice.Viewport.Height + 100);

            scene.PosXRightSide = GraphicsDevice.Viewport.Width - 8 * 2;
            scene.PosYRightSide = 0;
            scene.RightSideHitBox = new Rectangle((int)scene.PosXRightSide, (int)scene.PosYRightSide, 8 * 2 + 50, GraphicsDevice.Viewport.Height + 100);

            scene.PosXUpSide = -50;
            scene.PosYUpSide = -50;
            scene.UpSideHitBox = new Rectangle((int)scene.PosXUpSide, (int)scene.PosYUpSide, GraphicsDevice.Viewport.Width + 100, 8 * 2 + 50);

            scene.PosXDownSide = -50;
            scene.PosYDownSide = GraphicsDevice.Viewport.Height - 8 * 2;
            scene.DownSideHitBox = new Rectangle((int)scene.PosXDownSide, (int)scene.PosYDownSide, GraphicsDevice.Viewport.Width + 100, 8 * 2 + 50);
            
            leftScore = 0;
            rightScore = 0;
            score = "Score :  " + leftScore + "  -  " + rightScore;
            

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        private Texture2D FirstRacket;
        private Texture2D SecondRacket;
        private Texture2D Ball;
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("Times New Roman");

            // TODO: use this.Content to load your game content here
            FirstRacket = Content.Load<Texture2D>("FirstRacket");
            SecondRacket = Content.Load<Texture2D>("SecondRacket");
            Ball = Content.Load<Texture2D>("Ball");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();


            // TODO: Add your update logic here
            MouseState mouseState = Mouse.GetState(); // We just want to have the current position of mouse
            KeyboardState UpOrDown = Keyboard.GetState();
            if ((mouseState.Y - 39 * 2) > 0 && (mouseState.Y + 39 * 2) < GraphicsDevice.Viewport.Height)//we want to know if the mouse is in the window
            {
                currentPosYFirstRacket = mouseState.Y - 39 * 2;// to put the middle of the racket  in front a the mouse
            }


            if (UpOrDown.IsKeyDown(Keys.Down) && currentPosYSecondRacket + 78 * 2 < GraphicsDevice.Viewport.Height)//to control the second racket manually
            {
                currentPosYSecondRacket = currentPosYSecondRacket + 4;
            }
            else if (UpOrDown.IsKeyDown(Keys.Up) && currentPosYSecondRacket > 0)
            {
                currentPosYSecondRacket = currentPosYSecondRacket - 4;
            }
            else if (currentPosYSecondRacket > 0 && vectorBall.X > 0 && currentPosYSecondRacket + 78 * 2 < GraphicsDevice.Viewport.Height)// to control the second racket with an AI
            {
                currentPosYSecondRacket = currentPosYSecondRacket + 8 * (currentPosYBall + 4 * 2 - currentPosYSecondRacket - 78) / Math.Abs(0.1 + (currentPosYBall + 4 * 2 - currentPosYSecondRacket - 78));
            }
            else
            { }
            if (currentPosYSecondRacket < 0)
            { 
                currentPosYSecondRacket = currentPosYSecondRacket + 3;            
            }
            else if (currentPosYSecondRacket >= GraphicsDevice.Viewport.Height)
            { 
                currentPosYSecondRacket = currentPosYSecondRacket - 3;            
            }
            else
            { }

            if (currentPosXBall < 0)
            {
                //point a droite
                currentPosXBall = GraphicsDevice.Viewport.Width / 2 - 4;
                currentPosYBall = GraphicsDevice.Viewport.Height / 2 - 4;
                rightScore++;
                vectorBall.X = -1;
                vectorBall.Y = 0;
                vitesse = 6;
            }
            else if (currentPosXBall > GraphicsDevice.Viewport.Width)
            {
                //point a gauche
                currentPosXBall = GraphicsDevice.Viewport.Width / 2 - 4;
                currentPosYBall = GraphicsDevice.Viewport.Height / 2 - 4;
                leftScore++;
                vectorBall.X = 1;
                vectorBall.Y = 0;
                vitesse = 6;
            }
            else if (currentPosYBall < 0 || currentPosYBall + 8 * 2 > GraphicsDevice.Viewport.Height)
            {
                vectorBall.Y *= -1;

            }
            else if (FirstRacketHitBox.Contains(BallHitBox))
            {
                vectorBall.X *= -1;
                vectorBall.Y += ((float)currentPosYBall + 8 - (float)currentPosYFirstRacket - 78) / 14;
                vitesse++;
            }
            else if (SecondRacketHitBox.Contains(BallHitBox))
            {
                vectorBall.X *= -1;
                vectorBall.Y += ((float)currentPosYBall + 8 - (float)currentPosYSecondRacket - 78) / 14;
                vitesse++;
            }
            else
            { }

            vectorBall.Normalize();
            currentPosXBall=currentPosXBall + vitesse * vectorBall.X;
            currentPosYBall=currentPosYBall + vitesse * vectorBall.Y;
            
            
            
            
            FirstRacketHitBox = new Rectangle((int)currentPosXFirstRacket, (int)currentPosYFirstRacket, 9*2 + 8 * 2, 78*2); // We just put the new position of mouse
            SecondRacketHitBox = new Rectangle((int)currentPosXSecondRacket, (int)currentPosYSecondRacket, 9 * 2 + 8 * 2, 78 * 2);//We do the same for a test
            BallHitBox = new Rectangle((int)currentPosXBall, (int)currentPosYBall, 8 * 2, 8 * 2);
    
            base.Update(gameTime);

        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            graphics.GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin();
            spriteBatch.Draw(FirstRacket, FirstRacketHitBox, Color.White);
            spriteBatch.Draw(SecondRacket, SecondRacketHitBox, Color.White);
            spriteBatch.Draw(Ball,BallHitBox,Color.White);
            spriteBatch.DrawString(font, score, new Vector2(GraphicsDevice.Viewport.Width / 2 - font.MeasureString(score).X /2, 10), Color.Black);
            spriteBatch.End();
            base.Draw(gameTime);
        }

        
    }
}
